
in vec2 vert;

uniform float scale;
uniform mat2 rotation;
uniform vec2 pos;
uniform vec4 object_color;
uniform mat4 projectionMatrix;

out vec4 color;

void main(void) 
{ 
	vec2 v = vert * scale;
		 v = v * rotation;
		 v = v + pos;
	gl_Position = projectionMatrix * vec4(v.x,v.y,0,1);
	color = object_color; 
}
